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Simic Land Destruction (Pauper)

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With this deck I tried to improve the Mono Green Land Destruction deck. The problem with most land destruction decks is,
that land destruction spells are expensive and you sometimes are half dead before you can cast your first land destruction
spell. Another problem is the missing card draw, so that you can have trouble to find more land destruction spells later in
the game. Why I choose green instead of red or black, which have also land destruction spells is because of the mana
ramp you can get with green. The combination with blue gives me the card draw spells I want, also more interaction with
threats the opponent was able to play.

With the 4 Temporal Spring I can bounce back any card and put it on top of my opponents library. It's very good with tapped
lands and even better when you can bounce back a karoo land. This sets back their mana base and acts like a time walk.
You will need them often for their creatures they played, key is often just to slow your opponent down enough until you can
cast some blockers. When you can, try to destroy enough lands first, so that your oppenent can't play the creature again
when you bounced it back. 3 Repeal and 1 Capsize are additional spells to bounce things back and slow your opponent down.
It depends on the matchup, but the 2 Fade Away often can turn a match completely and are kind of a board wipe. Against
decks with much creatures there are 2 more in the sideboard.

If you draw them and are a bit lucky you can win even against fast aggro decks like Goblins, RDW or Stompy. Elves are a bit
more a problem because they play so much "mana dorks" and only need their lands at the start. Although be aware that they
can bounce their forests back in response with Quirion Ranger, which they have in common with Stompy. To have a chance
against elves board out some land destruction and get all 4 Fade Aways, although 2-3 Condescend and the 2 Counterspells.
But it's still hard, you need luck that they draw bad or they are tapped out and you can resolve a Fade Away. And to be
realistic, against most Tier 1 decks you need a bit luck to win. With this deck it is often that either you get totally destroyed,
or your opponent. And better not play this in paper when your oppenent is bigger and stronger then you, or when he looks like
someone who can get slightly aggressive. This deck definitely can be evil... ;-]

PS: ALL HAIL THE PLANT TOKEN!!!

The cards:

3-4 ofs:
Thermokarst: With only 3 mana the cheapest common LD (land destruction) spell in green. Addional sick anti-snow-land tech!
Mwonvuli Acid-Moss: 4 mana LD spell which gives you more mana next turn. Try to not let this one get countered.
Temporal Spring: Not a real LD spell, but good for targeting tapped lands or karoo lands with it. Although bounces creatures.
Reap and Sow: Entwine lets you destroy an opponents land and search yourself a land. You can get Radiant Fountain or Haunted Fengraf with it, or Simic Growth Chamber when you need more mana.
Nest Invader: A 2/2 which gives you a 0/1 Eldrazi Spawn token when it enters the battlefield. I'm a bit fan of this creature, it gives 2 blockers on the ground and addional ramp when you sacrifice the Eldrazi Spawn.
Wild Growth: A good old land enchantment which let the enchanted land produce one additional green mana. Often very helpful when you have one in your starting hand.
Repeal: A bounce spell against threats your opponent was able to play. Although draws you a card when it resolves. In rare cases you could bounce your own Mold Shamblers or Mulldrifters with it.
Deep Analysis: One of the strongest card draw spells in pauper. All in all it can draw you 4 cards for 6 mana and 3 life.

1-2 ofs:
Mold Shambler: A 3/3 which let you destroy target non-creature permanent when you cast it with kicker for 6 mana total.
Ulamog's Crusher: When you can attack with it your opponent should be defeated soon.
Kozilek's Predator: The bigger version of Nest Invader. A 3/3 for 4 mana which gives you 2 Eldrazi Spawn tokens when it enters the battlefield.
Mulldrifter: A 2/2 Elemental, which flys and draws you 2 cards.
Fade Away: Each player has to pay 1 mana or sacrifice one permanent for each creature he controls. For best result wait for your opponent to tap out and sacrifice your Eldrazi Spawns before, when you can't pay for it.
Karametra's Favor: A creature enchantment which let the enchanted creature tap for one mana of any color, and when it resolves you can draw a card.
Capsize: Bounces target permanent back to its owners hand. If you can pay the buyback cost of 3 mana it returns back to your hand.

Sideboard:
3 Gleeful Sabotage: Against Affinity and Kuldotha decks. Basically a 2 mana LD spell against artifact lands, with added chance of hitting a second target when you can cast it with conspire.
3 Matsu-Tribe Sniper: Against Delver or other fast decks with much flyers. Because the flyers stay tapped one turn you can defend against 2 big flyers with it.
3 Condescend: Against creatureless decks and as replacement for useless main board cards in some matches.
2 Counterspell: Similar like Condescend, against combo, burn...
2 Sylvok Lifestaff: Against burn, very fast aggro decks. Use it with Eldrazi Spawns to gain much life at once when you need it.
+2 Fade Away: Additional copies to bring in against creature heavy decks.

Matches:

Matches against various opponents and decks played on XMage.
It's just gameplay in fast forward with no commentary.
When you watch in best video quality you should be able to read the cards.

  1. Against Delver and Dimir Teachings:
    https://www.youtube.com/watch?v=HNoh2kSi8B8

  2. Against Slivers and MBC:
    https://www.youtube.com/watch?v=YYO-nFZNmTw

  3. Against Rakdos Alchemist Brew and MBC:
    https://www.youtube.com/watch?v=0pvIaB707ps

  4. Against MBC and Dimir Control:
    https://www.youtube.com/watch?v=CGykb3sb1Tw

5, Against Gruul Infect Brew and Boros Kitty:
https://www.youtube.com/watch?v=Y1b5LOBar0U

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